ATTENTION!! Announcing concept for the Low Caliber Network.

Hey guys,

I am not any good with the making a stuff, but what about using the runes stones in the middle ans the portals to other areas?

Faison

That’s what I said before, but I do like Gren’s idea of the gradual transition, although it will take a lot more work.

Oops sorry didn’t realize that sometimes I get cross eyed trying to follow you guys when you get talk all the techie stuff. :lcc_redface: hehe

hmm there is too a singleplayermap with some cool mountains… me could modify that one maybe …

Wou that would give me the rest :lcc_eek:

Hopefully the (responsibly used) member functions should be a help, Blood.

Traditionally, wide-open spaces have been a hard sell in a multiplayer context; co-op routinely suffers from performance issues, although DM-Seaside managed to pull it off. I had to make changes to Asgard before it was playable.

Nevertheless, the town makes a grand entrance and has a multi-faceted portal-potential; I applaud the move.

NuTT, let me know how it goes performance-tweaking that baby.

“Use the fog, young jedi” :lcc_beer:
Basicaly the ‘fog zone’ is made for wide-spaced maps. It looks kinda crapy, but this could be a way to avoid ‘performance issues’.

Interesting, Imp; I tried something similar on the Legend of Zelda overworld-map I was throwing together. Distant mountain peaks appeared to be grey “blobs”, but it did improve the FPS somewhat.

Fog wouldn’t really be suitable for the town because the performance issues associated with it are related to the complexity of the map not the size. The map is relatively small, just crowded together with lots of detail, the fog would be of no effect unless perhaps you are standing on top of a structure.

There are a lot of AI characters and triggers in the level. The performance is very acceptable as is right now. Removing all those triggers, characters and some walls will make it better yet so I don’t see any problems.

Right, NuTT; it’s more applicable to wide-open spaces in general.

But do let me know if the removal of script points, etc. contributes to better performance. Those are of course non-rendering actors, so I’d be curious to see if their removal contributes significantly to the playability of the map in a multi-player context.

Remember, almost anything will run well in a single-player / non-dedicated environment.

Well, I removed all the unrendered actors. The performance increase was minimal, around one or two frames. Removing the characters didn’t make a large improvement either.

Don’t get me wrong, I’m sure for the slower systems the improvement would have been noticable around the AI characters, but the biggest problem is on the roof of buildings where the entire scene is visible.

If you stay off the roof you will be fine, I dipped slightly below 40FPS on the roof. The town will be cleaned up anyways, removing the wall, some useless polyobjs/movers and a few inaccessible buildings should help that.

Sorry I’ve been a little busy lately. Friday was my birthday and I’ve started a new job and all. Anyway, just letting you guys know I’m still with ya on the LCN project and all.

And I’m very curious for updates on the town map Nutt, lemme know

I’m not gonna start just yet. Gotta finish Arena first, after that I have to get busy with something Rune unrelated. The problem right now is the Audigy finally got fucked by Omen and Rune will not run with my onboard, so I’m stuck in development till I get Rune to work again.